Is there any way for an amulet item to be given attack/damage bonus?
#1
Posté 04 février 2011 - 03:58
For some of these items I was scripting attack and damage bonus's. Though it scripts alright, I just realized that only certain base item types will allow those properties to work.
Is there any way to get an amulet base type to have attack/damage bonus?
Or is there a universal base type that allows any property to be put on it?
Thanks for any replies.
#2
Posté 04 février 2011 - 04:00
#3
Posté 04 février 2011 - 05:32
#4
Posté 04 février 2011 - 05:54
So, it doesn't work whether the property is placed on the amulet directly, or thru tag-based scripting.
#5
Posté 04 février 2011 - 08:49
dunniteowl
#6
Posté 04 février 2011 - 09:43
#7
Posté 04 février 2011 - 09:55
#8
Posté 04 février 2011 - 10:13
If I can't get a decent alternative to work, I'll probably use the Effect. Thanks for the idea. I had gotten my mind on a one track pattern.
#9
Posté 06 février 2011 - 02:01
dno
#10
Posté 06 février 2011 - 10:22
#11
Posté 06 février 2011 - 11:40
dunniteowl wrote...
Yeah, bonii (first time I attemped that version of plural, it doesn't feel right on the tongue, though) as opposed to bonus'. Radius, bonus, octopus, radii, bonii, octopi. Go figure.
I'm pretty sure it would be boni, one I, since you replace the "us" with one; "radii" is only so because it comes from radi-us. The plural of "octopus" would, technically, be "octopodes" (the word is of Greek origin, not Latin, though this is heard almost as infrequently as "platipodes". Of course, if we were doing all that we'd call these fora, too, rather than forums.
To get back on topic, though, if allowing the properties to be added through the 2das does not work, you could add the bonuses (or "boni") to the character by applying an effect in the item's OnEquip event.
#12
Posté 07 février 2011 - 02:34
Otherwise, I'd say the game engine is doing a fine job of only allowing certain properties on certain item types. Although admittedly I was disappointed once I learned that gauntlets with attack or elemental damage bonuses only worked during unarmed combat.
#13
Posté 08 février 2011 - 02:18
The Fred wrote...
dunniteowl wrote...
Yeah, bonii (first time I attemped that version of plural, it doesn't feel right on the tongue, though) as opposed to bonus'. Radius, bonus, octopus, radii, bonii, octopi. Go figure.
I'm pretty sure it would be boni, one I, since you replace the "us" with one; "radii" is only so because it comes from radi-us. The plural of "octopus" would, technically, be "octopodes" (the word is of Greek origin, not Latin, though this is heard almost as infrequently as "platipodes". Of course, if we were doing all that we'd call these fora, too, rather than forums.
To get back on topic, though, if allowing the properties to be added through the 2das does not work, you could add the bonuses (or "boni") to the character by applying an effect in the item's OnEquip event.
Before this topic degenerates to the point of discussing the possibility of using boning as an attackDannJ wrote...
I imagine an amulet might enhance the beard-based attacks of a bearded devil or durzagon. Or perhaps if you swung it about viciously...
Otherwise, I'd say the game engine is doing a fine job of only allowing certain properties on certain item types. Although admittedly I was disappointed once I learned that gauntlets with attack or elemental damage bonuses only worked during unarmed combat.
Thanks for the help and the chuckles.





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